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341 lines
13 KiB
341 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "BaseVSShader.h" |
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#include "cloak_dx9_helper.h" |
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#include "../shaderapidx9/locald3dtypes.h" |
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#include "convar.h" |
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#include "cpp_shader_constant_register_map.h" |
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#include "cloak_vs20.inc" |
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#include "cloak_ps20.inc" |
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#include "cloak_ps20b.inc" |
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#ifndef _X360 |
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#include "cloak_vs30.inc" |
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#include "cloak_ps30.inc" |
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#endif |
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static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT ); |
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// FIXME: doesn't support fresnel! |
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void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Cloak_DX9_Vars_t &info ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); |
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
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if( !params[info.m_nFresnelReflection]->IsDefined() ) |
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{ |
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params[info.m_nFresnelReflection]->SetFloatValue( 1.0f ); |
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} |
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if( !params[info.m_nMasked]->IsDefined() ) |
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{ |
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params[info.m_nMasked]->SetIntValue( 0 ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); |
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} |
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void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info ) |
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{ |
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if (params[info.m_nBaseTexture]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); |
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} |
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if (params[info.m_nNormalMap]->IsDefined() ) |
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{ |
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pShader->LoadBumpMap( info.m_nNormalMap ); |
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} |
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if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nDiffuseWarpTexture ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
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} |
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void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
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IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) |
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{ |
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); |
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bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0); |
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bool hasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture(); |
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bool hasPhongExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); |
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bool hasPhongTintMap = hasPhongExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); |
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bool bHasRimLight = (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 ); |
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bool bHasRimMaskMap = hasPhongExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); |
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SHADOW_STATE |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
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pShader->SetInitialShadowState( ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Always SRGB read on base map |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Refraction map sampler... |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; |
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int nTexCoordCount = 1; |
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int userDataSize = 0; |
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if( bIsModel ) |
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{ |
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userDataSize = 4; |
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} |
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else |
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{ |
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; |
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} |
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// This shader supports compressed vertices, so OR in that flag: |
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flags |= VERTEX_FORMAT_COMPRESSED; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_STATIC_VERTEX_SHADER( cloak_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); |
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); |
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SET_STATIC_VERTEX_SHADER( cloak_vs20 ); |
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// Bind ps_2_b shader so we can get Phong terms |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( cloak_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); |
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SET_STATIC_PIXEL_SHADER( cloak_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( cloak_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); |
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SET_STATIC_PIXEL_SHADER( cloak_ps20 ); |
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} |
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} |
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#ifndef _X360 |
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else |
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{ |
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// The vertex shader uses the vertex id stream |
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); |
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DECLARE_STATIC_VERTEX_SHADER( cloak_vs30 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); |
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SET_STATIC_VERTEX_SHADER( cloak_vs30 ); |
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// Bind ps_2_b shader so we can get Phong terms |
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DECLARE_STATIC_PIXEL_SHADER( cloak_ps30 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); |
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SET_STATIC_PIXEL_SHADER( cloak_ps30 ); |
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} |
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#endif |
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pShader->DefaultFog(); |
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if( bMasked ) |
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{ |
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pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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pShaderAPI->SetDefaultState(); |
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// Bind textures |
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, 0 ); // Base Map |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map |
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); // Normal Map |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Normalization cube map |
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if ( hasDiffuseWarp ) |
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{ |
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if ( r_lightwarpidentity.GetBool() ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_IDENTITY_LIGHTWARP ); |
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} |
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else |
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{ |
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nDiffuseWarpTexture ); // Light warp texture |
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} |
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} |
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); |
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; |
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LightState_t lightState; |
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pShaderAPI->GetDX9LightState( &lightState ); |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); |
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SET_DYNAMIC_VERTEX_SHADER( cloak_vs20 ); |
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// Bind ps_2_b shader so we can get Phong, rim and a cloudier refraction |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( cloak_ps20b ); |
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} |
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else |
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{ |
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// JasonM Hack |
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// |
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// In general, cloaking on ps_2_0 needs re-working for multipass...yuck... |
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// |
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int nPS20NumLights = max( lightState.m_nNumLights, 1 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nPS20NumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( cloak_ps20 ); |
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} |
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} |
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#ifndef _X360 |
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else |
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{ |
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pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs30 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( cloak_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); |
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} |
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#endif |
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) |
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{ |
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pShader->SetPixelShaderConstant( 27, info.m_nRefractTint ); |
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} |
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else |
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{ |
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pShader->SetPixelShaderConstantGammaToLinear( 27, info.m_nRefractTint ); |
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} |
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
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// Pack phong exponent in with the eye position |
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float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1}; |
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float vSpecularTint[4] = {1, 1, 1, 1}, vRimBoost[4] = {1, 1, 1, 1}; |
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
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if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) |
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vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map |
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else |
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vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent |
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if ( (info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() ) // Get the tint parameter |
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params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 4); |
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// Get the rim light power (goes in w of Phong tint) |
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if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() ) |
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{ |
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vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue(); |
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vSpecularTint[3] = max(vSpecularTint[3], 1.0f); // Make sure this is at least 1 |
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} |
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// Get the rim boost power (goes in w of flashlight position) |
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if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) |
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{ |
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vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); |
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} |
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// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term |
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if ( bHasRimMaskMap ) |
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{ |
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float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code |
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vRimMaskControl[0] = params[info.m_nRimMask]->GetFloatValue(); |
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 ); |
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} |
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// If it's all zeros, there was no constant tint in the vmt |
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if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) ) |
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{ |
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if ( hasPhongTintMap ) // If we have a map to use, tell the shader |
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{ |
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vSpecularTint[0] = -1; |
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} |
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else // Otherwise, just tint with white |
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{ |
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vSpecularTint[0] = 1.0f; |
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vSpecularTint[1] = 1.0f; |
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vSpecularTint[2] = 1.0f; |
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} |
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} |
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if ( (info.m_nPhongFresnelRanges != -1 ) && params[info.m_nPhongFresnelRanges]->IsDefined() ) |
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{ |
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params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional fresnel range parameters |
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// Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2) |
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vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2; |
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vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2; |
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} |
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if ( ( info.m_nPhongBoost != -1 ) &¶ms[info.m_nPhongBoost]->IsDefined() ) // Grab optional phong boost param |
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vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); |
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else |
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vFresnelRanges_SpecBoost[3] = 1.0f; |
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); |
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pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); |
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pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); |
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass |
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
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// Lighting constants |
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pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); |
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pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); |
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// Set c0 and c1 to contain first two rows of ViewProj matrix |
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VMatrix matView, matProj, matViewProj; |
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pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] ); |
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] ); |
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matViewProj = matView * matProj; |
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pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 ); |
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// Cloaking control constants |
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float vCloakControls[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 3, vCloakControls, 1 ); |
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} |
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pShader->Draw(); |
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}
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